Saturday, July 25, 2026

Mazes and Minotaurs: d30+ Gods to Show Up for a Minor Intervention

Sometimes a player might make a Minor Intervention without being very specific, or maybe the god they named is busy at the time. Here's a vague list of gods, mostly historical, that might show up instead. I've tried to make it so that the neighbors of each entry are related in some way. The GM may of course decide how the god reacts, but a default behavior is also listed.

  1. The Moirai, goddesses of Fate. Mostly just here to giggle, but might give prophecy.
  2. Dike, of Justice. Stern and totally impartial, will cut a liar's tongue out.
  3. Aedos, of Shame. A veiled woman with a diffident mien, but audacious in word, will reveal whatever people don't want revealed.
  4. Nemesis, punisher of hubris. Sympathetic to the unlucky, spiteful if you've prospered
  5. The Furies, punishers of sin. If you did kinslaying or breached xenia, will try to kill you. If not, sit around picking their noses.
  6. The Graces, givers of gifts. Will cure one curse (of yours or the enemy), or double your Personal Charisma temporarily.
  7. The Hours, of fruitfulness. Their mere presence speeds the growth of plants, but mostly they just dance about.
  8. Calliope, of Epic poetry. Beatifically bored, wants to see or hear something interesting.
  9. Clio, of History. Will tell you, at length, the details of local history and folklore. Mystic fortitude save to stay awake.
  10. Euterpe, Erato, Polyhymnia, of Song. The game is a musical now, no more talking only singing.
  11. Terpsichore, of Dance. Everyone present gets +3 to their Grace score temporarily.
  12. Thalia, of Comedy, and Melpomene, of Tragedy. In an extended and lively debate about how this should end.
  13. Urania, of Astronomy. Very agreeable, if sleepy, by daylight; Would like you to leave her alone at night.
  14. Iris, of the Rainbow. If she actually shows up, she has a message for you. It's very important.
  15. Hermes. Sometimes just shows up!
  16. Pan, of the countryside. Will likely scatter everyone about, like they all got drunk and woke up somewhere random. After this, will randomly bother the scattered party members.
  17. Eros, of sudden Love. Will select either the two most likely partners, or the two most unlikely partners, and target them with his arrows (which they might dodge).
  18. Morpheus, of sleep. Will send all present to sleep, and give them a collective dream, which might be pretty helpful for conflict resolution (50% gate of horn, 50% gate of ivory).
  19. Thanatos, of death. 50% he has come for a random person present. If he hasn't come for a specific person, might be persuaded to end someone early.
  20. Hebe, or Ganymede, of youth. They (whichever is present) bear the cup of youth, and offer a sip from the worthiest (highest level) mortal present (they can then offer this to an ally). Restores all health and reduces their age by 2d6, down to 16 at lowest.
  21. Heracles, of heroes. Gives 100 glory (mazes and minotaurs XP for fighters) to the hero with the highest glory.
  22. Asclepius, of health. His first concern is the sick, dying, and dead; Will cure the most dire present (including bringing the dead or undead back to life).
  23. Aristeaus, of bees. Believes the situation can be only improved with the addition of a considerable quantity of bees; They aren't angry but there sure are a lot.
  24. A Nymph, of whatever is most prominent in the vicinity. Much older and more powerful than player character nymphs. Character (1d4): 1. Amorous 2. Dread 3. Innocent 4. Wise.
  25. An Anemoi, of the Winds. Anemoi (1d4): 1. Bearded and grumpy Boreas 2. Youthful and refreshing Zephyrus 3. Warlike and Blustering Notos 4. Contemplative and sullen Eurus.
  26. A Nephele, or more likely quite a few, of the Clouds. Delightful encouragers of philosophy and fantasy and apparent enemies of common sense; Will speculate for hours.
  27. A Lampad, or more likely quite a few, of Torches. Silent, mischievous, beckon for you to follow (1d4): 1. into the underworld (maybe back out) 2. into a sacred grove 3. up to the starry heavens 4. to be hopelessly lost.
  28. Hecate, of magic. Gives 100 wisdom (mazes and minotaurs xp for wizards) to the hero with the highest wisdom, and changes one curse, enchantment, or fate into something stranger.
  29. Proteus, of the sea-change. All know his challenge: To the one who can hold him through 3 of his transformations, will tell the future or grant some (broadly beneficial, but possibly weird) change to their physical forms. If you can't, suffer mutation.
  30. Chronos, of time. Unlike most gods, who are flighty and fickle and prone to their own desires, he is very patient, and will slow down time or stop it to hear and consider the situation. Surprisingly, perfectly willing to send you back in time. Resolving paradoxes (or choosing not to resolve them) is his job, and he loves his job.

You can and should comment more gods to add to the list. Default behavior is optional.

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